Config Races: Difference between revisions
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Change the base mesh: | Change the base mesh: | ||
* [[Race infoTable]].cstr_mesh (example "ylianm") has to match with the Content/Blueprints or Content/Blueprints/Npcs where we search an actor BP with name <mesh>Character, (example "ylianmCharacter") | * [[Race infoTable|race_info]].cstr_mesh (example "ylianm") has to match with the Content/Blueprints or Content/Blueprints/Npcs where we search an actor BP with name <mesh>Character, (example "ylianmCharacter") | ||
Change the texture variation: | Change the texture variation: | ||
* The [[Race infoTable]].cstr_base_texture (example "Trepor3") needs an entry in DataTable'/Game/data/dt_textures.dt_textures' pointing to the actual MaterialInstance in Unreal | * The [[Race infoTable|race_info]].cstr_base_texture (example "Trepor3") needs an entry in DataTable'/Game/data/dt_textures.dt_textures' pointing to the actual MaterialInstance in Unreal | ||
Change starting stats: | Change starting stats: | ||
* The [[Race infoTable]].start_* fields contain the values used | * The [[Race infoTable|race_info]].start_* fields contain the values used | ||
Change the regeneration for mental and physical stamina: | Change the regeneration for mental and physical stamina: | ||
* The [[Race infoTable]].base_* fields contain the values used | * The [[Race infoTable|race_info]].base_* fields contain the values used | ||
Change Default Armor and Weapons: | Change Default Armor and Weapons: | ||
* NOTE: Should be used only for monsters, used if no other armor or weapon is worn/wielded | * NOTE: Should be used only for monsters, used if no other armor or weapon is worn/wielded | ||
* [[Race infoTable]].armor_id and weapon_id are pointing to a valid [[ItemStatsTable]].id item | * [[Race infoTable|race_info]].armor_id and weapon_id are pointing to a valid [[ItemStatsTable|item_stats]].id item | ||
Change Scale of the character: | Change Scale of the character: | ||
* [[Race infoTable]].scale field contain the value used | * [[Race infoTable|race_info]].scale field contain the value used | ||
Change the Speed of the character: | Change the Speed of the character: | ||
* The [[Race infoTable]].speed_* fields contain the values used for the different stances | * The [[Race infoTable|race_info]].speed_* fields contain the values used for the different stances | ||
Change the type of skin to react in combat: | Change the type of skin to react in combat: | ||
* The [[Race infoTable]].skin_type. Used to determine sound when hitting this creature | * The [[Race infoTable|race_info]].skin_type. Used to determine sound when hitting this creature | ||
Change the max height of step allowed: | Change the max height of step allowed: |
Revision as of 21:57, 30 November 2021
Add new race
Adding a new entry in Race infoTable
Configure a race
Change the base mesh:
- race_info.cstr_mesh (example "ylianm") has to match with the Content/Blueprints or Content/Blueprints/Npcs where we search an actor BP with name <mesh>Character, (example "ylianmCharacter")
Change the texture variation:
- The race_info.cstr_base_texture (example "Trepor3") needs an entry in DataTable'/Game/data/dt_textures.dt_textures' pointing to the actual MaterialInstance in Unreal
Change starting stats:
- The race_info.start_* fields contain the values used
Change the regeneration for mental and physical stamina:
- The race_info.base_* fields contain the values used
Change Default Armor and Weapons:
- NOTE: Should be used only for monsters, used if no other armor or weapon is worn/wielded
- race_info.armor_id and weapon_id are pointing to a valid item_stats.id item
Change Scale of the character:
- race_info.scale field contain the value used
Change the Speed of the character:
- The race_info.speed_* fields contain the values used for the different stances
Change the type of skin to react in combat:
- The race_info.skin_type. Used to determine sound when hitting this creature
Change the max height of step allowed:
- UEEditor->CharacterBP->CharacterMovement->Walking->Max Step Height
Change the character bounding box:
- UEEditor->CharacterBP-> Change the size of the Capsule component. used for all collisions